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756 lines
20 KiB
C++
756 lines
20 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Flare gun (fffsssssssssss!!)
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "basehlcombatweapon.h"
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#include "decals.h"
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#include "soundenvelope.h"
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#include "IEffects.h"
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#include "engine/IEngineSound.h"
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#include "weapon_flaregun.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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/********************************************************************
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NOTE: if you are looking at this file becase you would like flares
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to be considered as fires (and thereby trigger gas traps), be aware
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that the env_flare class is actually found in weapon_flaregun.cpp
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and is really a repurposed piece of ammunition. (env_flare isn't the
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rod-like safety flare prop, but rather the bit of flame on the end.)
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You will have some difficulty making it work here, because CFlare
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does not inherit from CFire and will thus not be enumerated by
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CFireSphere::EnumElement(). In order to have flares be detected and
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used by this system, you will need to promote certain member functions
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of CFire into an interface class from which both CFire and CFlare
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inherit. You will also need to modify CFireSphere::EnumElement so that
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it properly disambiguates between fires and flares.
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For some partial work towards this end, see changelist 192474.
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********************************************************************/
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#define FLARE_LAUNCH_SPEED 1500
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LINK_ENTITY_TO_CLASS( env_flare, CFlare );
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BEGIN_DATADESC( CFlare )
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DEFINE_FIELD( m_pOwner, FIELD_CLASSPTR ),
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DEFINE_FIELD( m_nBounces, FIELD_INTEGER ),
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DEFINE_FIELD( m_flTimeBurnOut, FIELD_TIME ),
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DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ),
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DEFINE_KEYFIELD( m_flDuration, FIELD_FLOAT, "duration" ),
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DEFINE_FIELD( m_flNextDamage, FIELD_TIME ),
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DEFINE_SOUNDPATCH( m_pBurnSound ),
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DEFINE_FIELD( m_bFading, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bLight, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bSmoke, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bPropFlare, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_bInActiveList, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_pNextFlare, FIELD_CLASSPTR ),
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//Input functions
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Start", InputStart ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Die", InputDie ),
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DEFINE_INPUTFUNC( FIELD_FLOAT, "Launch", InputLaunch),
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// Function Pointers
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DEFINE_FUNCTION( FlareTouch ),
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DEFINE_FUNCTION( FlareBurnTouch ),
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DEFINE_FUNCTION( FlareThink ),
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END_DATADESC()
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//Data-tables
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IMPLEMENT_SERVERCLASS_ST( CFlare, DT_Flare )
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SendPropFloat( SENDINFO( m_flTimeBurnOut ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
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SendPropInt( SENDINFO( m_bLight ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bSmoke ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_bPropFlare ), 1, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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CFlare *CFlare::activeFlares = NULL;
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CFlare *CFlare::GetActiveFlares( void )
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{
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return CFlare::activeFlares;
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}
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Class_T CFlare::Classify( void )
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{
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return CLASS_FLARE;
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}
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CBaseEntity *CreateFlare( Vector vOrigin, QAngle Angles, CBaseEntity *pOwner, float flDuration )
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{
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CFlare *pFlare = CFlare::Create( vOrigin, Angles, pOwner, flDuration );
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if ( pFlare )
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{
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pFlare->m_bPropFlare = true;
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}
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return pFlare;
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}
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void KillFlare( CBaseEntity *pOwnerEntity, CBaseEntity *pEntity, float flKillTime )
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{
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CFlare *pFlare = dynamic_cast< CFlare *>( pEntity );
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if ( pFlare )
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{
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float flDieTime = (pFlare->m_flTimeBurnOut - gpGlobals->curtime) - flKillTime;
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if ( flDieTime > 1.0f )
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{
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pFlare->Die( flDieTime );
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pOwnerEntity->SetNextThink( gpGlobals->curtime + flDieTime + 3.0f );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFlare::CFlare( void )
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{
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m_flScale = 1.0f;
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m_nBounces = 0;
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m_bFading = false;
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m_bLight = true;
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m_bSmoke = true;
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m_flNextDamage = gpGlobals->curtime;
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m_lifeState = LIFE_ALIVE;
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m_iHealth = 100;
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m_bPropFlare = false;
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m_bInActiveList = false;
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m_pNextFlare = NULL;
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}
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CFlare::~CFlare()
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{
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CSoundEnvelopeController::GetController().SoundDestroy( m_pBurnSound );
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m_pBurnSound = NULL;
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RemoveFromActiveFlares();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlare::Precache( void )
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{
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PrecacheModel("models/weapons/flare.mdl" );
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PrecacheScriptSound( "Weapon_FlareGun.Burn" );
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// FIXME: needed to precache the fire model. Shouldn't have to do this.
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UTIL_PrecacheOther( "_firesmoke" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &restore -
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// Output : int
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//-----------------------------------------------------------------------------
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int CFlare::Restore( IRestore &restore )
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{
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int result = BaseClass::Restore( restore );
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if ( m_spawnflags & SF_FLARE_NO_DLIGHT )
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{
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m_bLight = false;
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}
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if ( m_spawnflags & SF_FLARE_NO_SMOKE )
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{
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m_bSmoke = false;
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}
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return result;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlare::Spawn( void )
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{
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Precache();
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SetModel( "models/weapons/flare.mdl" );
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UTIL_SetSize( this, Vector( -2, -2, -2 ), Vector( 2, 2, 2 ) );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_SOLID );
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SetMoveType( MOVETYPE_NONE );
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SetFriction( 0.6f );
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SetGravity( UTIL_ScaleForGravity( 400 ) );
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m_flTimeBurnOut = gpGlobals->curtime + 30;
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AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );
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if ( m_spawnflags & SF_FLARE_NO_DLIGHT )
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{
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m_bLight = false;
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}
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if ( m_spawnflags & SF_FLARE_NO_SMOKE )
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{
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m_bSmoke = false;
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}
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if ( m_spawnflags & SF_FLARE_INFINITE )
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{
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m_flTimeBurnOut = -1.0f;
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}
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if ( m_spawnflags & SF_FLARE_START_OFF )
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{
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AddEffects( EF_NODRAW );
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}
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AddFlag( FL_OBJECT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlare::Activate( void )
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{
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BaseClass::Activate();
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// Start the burning sound if we're already on
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if ( ( m_spawnflags & SF_FLARE_START_OFF ) == false )
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{
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StartBurnSound();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlare::StartBurnSound( void )
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{
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if ( m_pBurnSound == NULL )
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{
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CPASAttenuationFilter filter( this );
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m_pBurnSound = CSoundEnvelopeController::GetController().SoundCreate(
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filter, entindex(), CHAN_WEAPON, "Weapon_FlareGun.Burn", 3.0f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : vecOrigin -
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// vecAngles -
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// *pOwner -
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// Output : CFlare
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//-----------------------------------------------------------------------------
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CFlare *CFlare::Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime )
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{
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CFlare *pFlare = (CFlare *) CreateEntityByName( "env_flare" );
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if ( pFlare == NULL )
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return NULL;
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UTIL_SetOrigin( pFlare, vecOrigin );
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pFlare->SetLocalAngles( vecAngles );
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pFlare->Spawn();
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pFlare->SetTouch( &CFlare::FlareTouch );
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pFlare->SetThink( &CFlare::FlareThink );
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//Start up the flare
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pFlare->Start( lifetime );
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//Don't start sparking immediately
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pFlare->SetNextThink( gpGlobals->curtime + 0.5f );
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//Burn out time
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pFlare->m_flTimeBurnOut = gpGlobals->curtime + lifetime;
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pFlare->RemoveSolidFlags( FSOLID_NOT_SOLID );
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pFlare->AddSolidFlags( FSOLID_NOT_STANDABLE );
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pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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pFlare->SetOwnerEntity( pOwner );
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pFlare->m_pOwner = pOwner;
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return pFlare;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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unsigned int CFlare::PhysicsSolidMaskForEntity( void ) const
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{
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return MASK_NPCSOLID;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFlare::FlareThink( void )
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{
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float deltaTime = ( m_flTimeBurnOut - gpGlobals->curtime );
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if ( !m_bInActiveList && ( ( deltaTime > FLARE_BLIND_TIME ) || ( m_flTimeBurnOut == -1.0f ) ) )
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{
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AddToActiveFlares();
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}
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if ( m_flTimeBurnOut != -1.0f )
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{
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//Fading away
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if ( ( deltaTime <= FLARE_DECAY_TIME ) && ( m_bFading == false ) )
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{
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m_bFading = true;
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CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 60, deltaTime );
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CSoundEnvelopeController::GetController().SoundFadeOut( m_pBurnSound, deltaTime );
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}
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// if flare is no longer bright, remove it from active flare list
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if ( m_bInActiveList && ( deltaTime <= FLARE_BLIND_TIME ) )
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{
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RemoveFromActiveFlares();
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}
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//Burned out
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if ( m_flTimeBurnOut < gpGlobals->curtime )
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{
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UTIL_Remove( this );
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return;
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}
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}
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//Act differently underwater
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if ( GetWaterLevel() > 1 )
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{
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UTIL_Bubbles( GetAbsOrigin() + Vector( -2, -2, -2 ), GetAbsOrigin() + Vector( 2, 2, 2 ), 1 );
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m_bSmoke = false;
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}
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else
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{
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//Shoot sparks
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if ( random->RandomInt( 0, 8 ) == 1 )
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{
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g_pEffects->Sparks( GetAbsOrigin() );
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}
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}
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//Next update
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SetNextThink( gpGlobals->curtime + 0.1f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CFlare::FlareBurnTouch( CBaseEntity *pOther )
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{
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if ( pOther && pOther->m_takedamage && ( m_flNextDamage < gpGlobals->curtime ) )
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{
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pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, 1, (DMG_BULLET|DMG_BURN) ) );
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m_flNextDamage = gpGlobals->curtime + 1.0f;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void CFlare::FlareTouch( CBaseEntity *pOther )
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{
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Assert( pOther );
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if ( !pOther->IsSolid() )
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return;
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if ( ( m_nBounces < 10 ) && ( GetWaterLevel() < 1 ) )
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{
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// Throw some real chunks here
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g_pEffects->Sparks( GetAbsOrigin() );
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}
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//If the flare hit a person or NPC, do damage here.
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if ( pOther && pOther->m_takedamage )
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{
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/*
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The Flare is the iRifle round right now. No damage, just ignite. (sjb)
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//Damage is a function of how fast the flare is flying.
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int iDamage = GetAbsVelocity().Length() / 50.0f;
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if ( iDamage < 5 )
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{
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//Clamp minimum damage
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iDamage = 5;
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}
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//Use m_pOwner, not GetOwnerEntity()
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pOther->TakeDamage( CTakeDamageInfo( this, m_pOwner, iDamage, (DMG_BULLET|DMG_BURN) ) );
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m_flNextDamage = gpGlobals->curtime + 1.0f;
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*/
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CBaseAnimating *pAnim;
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pAnim = dynamic_cast<CBaseAnimating*>(pOther);
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if( pAnim )
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{
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pAnim->Ignite( 30.0f );
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}
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Vector vecNewVelocity = GetAbsVelocity();
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vecNewVelocity *= 0.1f;
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SetAbsVelocity( vecNewVelocity );
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
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SetGravity(1.0f);
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Die( 0.5 );
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return;
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}
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else
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{
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// hit the world, check the material type here, see if the flare should stick.
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trace_t tr;
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tr = CBaseEntity::GetTouchTrace();
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//Only do this on the first bounce
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if ( m_nBounces == 0 )
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{
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const surfacedata_t *pdata = physprops->GetSurfaceData( tr.surface.surfaceProps );
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if ( pdata != NULL )
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{
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//Only embed into concrete and wood (jdw: too obscure for players?)
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//if ( ( pdata->gameMaterial == 'C' ) || ( pdata->gameMaterial == 'W' ) )
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{
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Vector impactDir = ( tr.endpos - tr.startpos );
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VectorNormalize( impactDir );
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float surfDot = tr.plane.normal.Dot( impactDir );
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//Do not stick to ceilings or on shallow impacts
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||
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if ( ( tr.plane.normal.z > -0.5f ) && ( surfDot < -0.9f ) )
|
||
|
{
|
||
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
UTIL_SetOrigin( this, tr.endpos + ( tr.plane.normal * 2.0f ) );
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
|
||
|
SetTouch( &CFlare::FlareBurnTouch );
|
||
|
|
||
|
int index = decalsystem->GetDecalIndexForName( "SmallScorch" );
|
||
|
if ( index >= 0 )
|
||
|
{
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index );
|
||
|
}
|
||
|
|
||
|
CPASAttenuationFilter filter2( this, "Flare.Touch" );
|
||
|
EmitSound( filter2, entindex(), "Flare.Touch" );
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//Scorch decal
|
||
|
if ( GetAbsVelocity().LengthSqr() > (250*250) )
|
||
|
{
|
||
|
int index = decalsystem->GetDecalIndexForName( "FadingScorch" );
|
||
|
if ( index >= 0 )
|
||
|
{
|
||
|
CBroadcastRecipientFilter filter;
|
||
|
te->Decal( filter, 0.0, &tr.endpos, &tr.startpos, ENTINDEX( tr.m_pEnt ), tr.hitbox, index );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Change our flight characteristics
|
||
|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
||
|
SetGravity( UTIL_ScaleForGravity( 640 ) );
|
||
|
|
||
|
m_nBounces++;
|
||
|
|
||
|
//After the first bounce, smacking into whoever fired the flare is fair game
|
||
|
SetOwnerEntity( this );
|
||
|
|
||
|
// Slow down
|
||
|
Vector vecNewVelocity = GetAbsVelocity();
|
||
|
vecNewVelocity.x *= 0.8f;
|
||
|
vecNewVelocity.y *= 0.8f;
|
||
|
SetAbsVelocity( vecNewVelocity );
|
||
|
|
||
|
//Stopped?
|
||
|
if ( GetAbsVelocity().Length() < 64.0f )
|
||
|
{
|
||
|
SetAbsVelocity( vec3_origin );
|
||
|
SetMoveType( MOVETYPE_NONE );
|
||
|
RemoveSolidFlags( FSOLID_NOT_SOLID );
|
||
|
AddSolidFlags( FSOLID_TRIGGER );
|
||
|
SetTouch( &CFlare::FlareBurnTouch );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::Start( float lifeTime )
|
||
|
{
|
||
|
StartBurnSound();
|
||
|
|
||
|
if ( m_pBurnSound != NULL )
|
||
|
{
|
||
|
CSoundEnvelopeController::GetController().Play( m_pBurnSound, 0.0f, 60 );
|
||
|
CSoundEnvelopeController::GetController().SoundChangeVolume( m_pBurnSound, 0.8f, 2.0f );
|
||
|
CSoundEnvelopeController::GetController().SoundChangePitch( m_pBurnSound, 100, 2.0f );
|
||
|
}
|
||
|
|
||
|
if ( lifeTime > 0 )
|
||
|
{
|
||
|
m_flTimeBurnOut = gpGlobals->curtime + lifeTime;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_flTimeBurnOut = -1.0f;
|
||
|
}
|
||
|
|
||
|
RemoveEffects( EF_NODRAW );
|
||
|
|
||
|
SetThink( &CFlare::FlareThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::Die( float fadeTime )
|
||
|
{
|
||
|
m_flTimeBurnOut = gpGlobals->curtime + fadeTime;
|
||
|
|
||
|
SetThink( &CFlare::FlareThink );
|
||
|
SetNextThink( gpGlobals->curtime + 0.1f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::Launch( const Vector &direction, float speed )
|
||
|
{
|
||
|
// Make sure we're visible
|
||
|
if ( m_spawnflags & SF_FLARE_INFINITE )
|
||
|
{
|
||
|
Start( -1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Start( 8.0f );
|
||
|
}
|
||
|
|
||
|
SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
||
|
|
||
|
// Punch our velocity towards our facing
|
||
|
SetAbsVelocity( direction * speed );
|
||
|
|
||
|
SetGravity( 1.0f );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::InputStart( inputdata_t &inputdata )
|
||
|
{
|
||
|
Start( inputdata.value.Float() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::InputDie( inputdata_t &inputdata )
|
||
|
{
|
||
|
Die( inputdata.value.Float() );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : &inputdata -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::InputLaunch( inputdata_t &inputdata )
|
||
|
{
|
||
|
Vector direction;
|
||
|
AngleVectors( GetAbsAngles(), &direction );
|
||
|
|
||
|
float speed = inputdata.value.Float();
|
||
|
|
||
|
if ( speed == 0 )
|
||
|
{
|
||
|
speed = FLARE_LAUNCH_SPEED;
|
||
|
}
|
||
|
|
||
|
Launch( direction, speed );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Removes flare from active flare list
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::RemoveFromActiveFlares( void )
|
||
|
{
|
||
|
CFlare *pFlare;
|
||
|
CFlare *pPrevFlare;
|
||
|
|
||
|
if ( !m_bInActiveList )
|
||
|
return;
|
||
|
|
||
|
pPrevFlare = NULL;
|
||
|
for( pFlare = CFlare::activeFlares; pFlare != NULL; pFlare = pFlare->m_pNextFlare )
|
||
|
{
|
||
|
if ( pFlare == this )
|
||
|
{
|
||
|
if ( pPrevFlare )
|
||
|
{
|
||
|
pPrevFlare->m_pNextFlare = m_pNextFlare;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
activeFlares = m_pNextFlare;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
pPrevFlare = pFlare;
|
||
|
}
|
||
|
|
||
|
m_pNextFlare = NULL;
|
||
|
m_bInActiveList = false;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Adds flare to active flare list
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlare::AddToActiveFlares( void )
|
||
|
{
|
||
|
if ( !m_bInActiveList )
|
||
|
{
|
||
|
m_pNextFlare = CFlare::activeFlares;
|
||
|
CFlare::activeFlares = this;
|
||
|
m_bInActiveList = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
|
||
|
IMPLEMENT_SERVERCLASS_ST(CFlaregun, DT_Flaregun)
|
||
|
END_SEND_TABLE()
|
||
|
|
||
|
LINK_ENTITY_TO_CLASS( weapon_flaregun, CFlaregun );
|
||
|
PRECACHE_WEAPON_REGISTER( weapon_flaregun );
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Precache
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlaregun::Precache( void )
|
||
|
{
|
||
|
BaseClass::Precache();
|
||
|
|
||
|
PrecacheScriptSound( "Flare.Touch" );
|
||
|
|
||
|
PrecacheScriptSound( "Weapon_FlareGun.Burn" );
|
||
|
|
||
|
UTIL_PrecacheOther( "env_flare" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Main attack
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlaregun::PrimaryAttack( void )
|
||
|
{
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pOwner == NULL )
|
||
|
return;
|
||
|
|
||
|
if ( m_iClip1 <= 0 )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_DRYFIRE );
|
||
|
pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_iClip1 = m_iClip1 - 1;
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||
|
pOwner->m_flNextAttack = gpGlobals->curtime + 1;
|
||
|
|
||
|
CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
|
||
|
|
||
|
if ( pFlare == NULL )
|
||
|
return;
|
||
|
|
||
|
Vector forward;
|
||
|
pOwner->EyeVectors( &forward );
|
||
|
|
||
|
pFlare->SetAbsVelocity( forward * 1500 );
|
||
|
|
||
|
WeaponSound( SINGLE );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CFlaregun::SecondaryAttack( void )
|
||
|
{
|
||
|
CBasePlayer *pOwner = ToBasePlayer( GetOwner() );
|
||
|
|
||
|
if ( pOwner == NULL )
|
||
|
return;
|
||
|
|
||
|
if ( m_iClip1 <= 0 )
|
||
|
{
|
||
|
SendWeaponAnim( ACT_VM_DRYFIRE );
|
||
|
pOwner->m_flNextAttack = gpGlobals->curtime + SequenceDuration();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_iClip1 = m_iClip1 - 1;
|
||
|
|
||
|
SendWeaponAnim( ACT_VM_PRIMARYATTACK );
|
||
|
pOwner->m_flNextAttack = gpGlobals->curtime + 1;
|
||
|
|
||
|
CFlare *pFlare = CFlare::Create( pOwner->Weapon_ShootPosition(), pOwner->EyeAngles(), pOwner, FLARE_DURATION );
|
||
|
|
||
|
if ( pFlare == NULL )
|
||
|
return;
|
||
|
|
||
|
Vector forward;
|
||
|
pOwner->EyeVectors( &forward );
|
||
|
|
||
|
pFlare->SetAbsVelocity( forward * 500 );
|
||
|
pFlare->SetGravity(1.0f);
|
||
|
pFlare->SetFriction( 0.85f );
|
||
|
pFlare->SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE );
|
||
|
|
||
|
WeaponSound( SINGLE );
|
||
|
}
|
||
|
|
||
|
#endif
|